Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications.
%0 Book
%1 Jerald16
%A Jerald, Jason
%B ACM Books
%C San Rafael, CA
%D 2016
%I Morgan & Claypool
%K 01841 103 acm book graphics 3d user interface design zzz.mmi
%R 10.1145/2792790
%T The VR Book: Human-Centered Design for Virtual Reality
%V 8
%X Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications.
%@ 978-1-97000-115-0
@book{Jerald16,
abstract = {Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications.},
added-at = {2018-02-23T12:42:03.000+0100},
address = {San Rafael, CA},
author = {Jerald, Jason},
biburl = {https://www.bibsonomy.org/bibtex/2d0087e072a86af7bfcc6ed0a51eceead/flint63},
doi = {10.1145/2792790},
file = {eBook:2016/Jerald16.pdf:PDF;Amazon Search inside:http\://www.amazon.de/gp/reader/1970001127/:URL},
groups = {public},
interhash = {cd65eea04dd0740db871cb6a53fd823d},
intrahash = {d0087e072a86af7bfcc6ed0a51eceead},
isbn = {978-1-97000-115-0},
issn = {2374-6769},
keywords = {01841 103 acm book graphics 3d user interface design zzz.mmi},
publisher = {Morgan \& Claypool},
series = {ACM Books},
timestamp = {2018-04-16T11:49:45.000+0200},
title = {The VR Book: Human-Centered Design for Virtual Reality},
username = {flint63},
volume = 8,
year = 2016
}